How would this be made with physics and rigid bodies ?

I wonder how to make this.

http://www.webgames3d.com/Home_files/WebHockeyExtremeVer1.2.html

the table is rigid body and physics make the world go round, but you need to push the hand paddle against the puck to let it move.

As fas as my physics knowledge reaches, you should never manually move any object which plays a role in physics, but that paddle has to be put right at the place of the cursor position + it should interact with the puck.

So actually my question is more like → How should I move this game paddle and what should I do to make it rigid so that the puck is reacting on it ?

Hope somebody could give me a hint on this.

Regards,
Bart

You can make the paddle a kinematic rigidbody, then you are “allowed” to move it using a script. This lets it interact with physics controlled objects but not be controlled by the physics engine. This also satisfies the constraint that at least one object in a collision has to be a rigidbody for physics to handle it, though in your case since the puck is already an RB this doesn’t matter.

a KINEMATIC RIGID BODY

I’ll have to read about that one.

And then I need to move the paddle.
Best trick to do to ? See where my mousecursor intersects the playfield plane on the table and then just set the x,z (y=height=constant) of the paddle to those data ?

Even with a kinematic body you still shouldn’t set the position manually. Because, when you move the paddle from being not in collision with the ball, to being in collision with the ball, the collision code goes apeshit because it has no context. So one way to take care of it is to set the velocity to the difference between the paddle’s position and its desired position (probably multiplied by a certain value) - that way it’s always moving quickly towards your mouse pointer. (isKinematic will have to be set to false, i think, but moving towards a static point will make this moot.)